Proves the full asset pipeline: concept image → Trellis 3D → Blender post-process → Godot render with toon shader and recolor masks. Key findings: - gltf/embedded_image_handling=3 required (extract mode silently fails) - Luminance-preserving recolor shader keeps texture detail - Trellis output quality is sufficient for isometric game assets - Camera uses pivot-based system with screen-aligned WASD pan Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
14 lines
292 B
Plaintext
14 lines
292 B
Plaintext
[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://scripts/spike/spike_main.gd" id="1"]
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[node name="SpikeMain" type="Node3D"]
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script = ExtResource("1")
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[node name="Camera3D" type="Camera3D" parent="."]
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projection = 1
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current = true
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size = 14.0
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near = 0.1
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far = 100.0
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